Example 1: To print the map of Episode 1, Mission 1 of DOOM.WAD, showing only
the walls, on the PostScript printer connected to LPT1:

DMPS > LPT1:

Example 2: To create a PostScript file called NIFTY.PS, of Episode 2, Mission
5 of NIFTY.WAD, including all the objects and monsters in Ultra-Violence
Deathmatch mode:

DMPS 2 5 NIFTY /S4 /MUL > NIFTY.PS

Notes
-----

More enhancements are in the works, including:

* Option to print a Legend page, so you know what's what on the map.
* Option to fill in areas where you can't go (like outside the map area,
between rooms, and inside thick walls) with dark gray, to make the map
a little easier to read.
* Redesigned monster and object icons that are easier to read at small
sizes.
* Option to fill in hazardous sectors (like nukage) with light gray.
* Facility to let you save the PostScript directly to a file instead of
having to pipe it to one from stdout.

Don't hold your breath on any of these; I don't have a lot of free time to
spend on this program, but they'll get done eventually.

If you have any comments, questions, suggestions, or (ack!) bug reports, feel
free to email me at swbrew01@starbase.spd.louisville.edu. Currently, I am
on co-operative internship for a semester, so it is only very rarely that
I am able to check my email. When I finally do see your message, though, I
will write back.

Revision History
----------------
2.0 September 1, 1994

Much improved and simplified interface, which no longer requires
every command line parameter to be preceded by some kind of switch.
Map lines that do not represent a change in floor or ceiling height,
and are not some kind of switch or moving sector, are no longer
drawn unless the /AL switch is specified. A title, giving the
episode, mission, and wadfile of the map, is printed on the page
in the upper left-hand corner, unless the /NT switch is specified.

1.3a June 30, 1994

DMPS now works with PWADs. Also, a /? switch has been added to
bring up the help screen.

1.3 May 1, 1994

This is my original release, based on the PC version of DOOM_PS by
Gerhard Karnik, which was based on the Unix version by James
Bonfield. New to my version is a more graphical (and acuarate)
representation of objects and monsters, a finer dithering for gray
that is easier to see, a friendly help screen, and a few more
command-line options.

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File Reviews

Pretty enjoyable map, besides volume of background music. I'm just turned it off and stalk through map in silence, hunting on enemies that waited for me behind each corner. For vanilla-compatible map its very big and complex in structure. Map brings a good survival challenge for player by lack of medikits, forcing to play carefully and without haste.
I remember that i seen boxes with rockets, but not the Rockerlauncher itself. Its strange, but not breaks gameplay.
Overall, its a good example of vanilla gameplay and design.

yeah I gotta admit, this one's pretty good too. apparently it's not a speedmap, but it damn sure got inspired by a lot of hard levels we all know and love. if it attempted only to do that and make a hard level that has similar aspects to those many maps, it succeeded, even though the level itself isn't gonna be as memorable, it is still a fun, tough challenge map. hone your skills with this map.

rather oddly, this short map ends up being my favorite from Didy. it's not confusing at all at least until you try to find the red skull key, and the pacing is pedestrian. the setting of the beach and the underwater stuff feels amazing, and the preshow at the beginning plus the interior parts weren't too bad either. all in all, pretty neat for once.

well, it's a speedmap alright, but those familiar with the magnum opuses that DD has already given will obviously not like this one as much. atmospheric? somewhat. nonlinear? that's great. tough? not as much as the other ones. basically, this is forgettable by DD's standards but is still miles ahead of other speedmaps I've played.